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Apache vs. Havoc
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1. h O lt n ees Ar a 2 i Pa and or chaff Va S amp L at eee T 8 z os y PRET ITF fr TARDE EE rowing os Ba Sr TIGERSHS Sie AL EA TE ENTES GIC rr Q A p a C b gt z YVO lt S amp L iz Ta a w Fa ta P Thrustmaster LESHAN E Ai ji IES Bii uh qe 16 FLCS TQS by Richard Hawley 3k 1 sk My lisse Be If you have a configuration that is not listed here then please forward them to Richard Flexman Hawley at flex euronet demon co uk PREITY TARR Aa riagi TA tating O95 Tnne ONN Bant ae 5 a or TIGERSHARK J i THD e eee PLEASE ENTER HOLTING NOUTES Ale ee CHAPTER 2 acquisition systems advanced gunnery his section contains several nuggets if information about the radar optical systems and using them in J Conjunction with various forms of attack Some of this information you may or may not have determined for yourself already It should be noted that line of sight and environmental conditions can subtly effect how all acquisition modes operate While can not cover all possibilities such effects mostly in eae expected operation resulting in differing behavior from that described in below examples rommene ga i Radar FCR Operation ia acto _ The radar systems modeled for both the Apache and Havoc are near identical The only difference being ers the maximum detection range Howev
2. Double Threat Circles Many bases and cities will have some semi fixed SAM protection in the form of two SAM vehicles The SA 19 Grison and SA 13 Gopher are typically paired They are generally parked in close proximity to each other and since they have different max ranges a double threat circle is displayed in the ASE and TSD display EEEN E 3 eho ye bbbee figure 3 5 Apache ASE TSD Double SAM Threat Circles Many airbases can have 5 or 6 if these SAM vehicle pairs around the perimeter This arrangement does have one Achilles heel The SA 19 fires much more powerful and explosive warheads as such when it is destroyed the secondary explosion from the SA 19 will also destroy the SA 13 The SA 13 is a smaller ___ vehicle and will only damage the SA 19 when attacked To rapidly and efficiently remove SAM protection _ from an airbase target ONLY the SA 19s at each location i f re aim 3 4 CP G Speech Feedback i g t j Ti E r X Fia A Your CP G is ever vigilant regardless of your current flight mode he will offer assistance whenever MEA san a appropriate Eee ri i 5 gt If you are being tracked by enemy SAMs your CP G say i e We are being tracked by radar If he tells you to e Keep low and out of sight e Use the cover Keep low and out of sight e Use the terrain We re sitting ducks up here You have been seen and targeted by an enemy object
3. 80M_ROAD_NODE_16_TANKS TARAWA_HELICOPTER_LANDING_SITES KIEV_HELICOPTER_LANDING_SITES Here is the complete list of valid components HELICOPTER_SCOUT_GROUP HELICOPTER_STRIKE_GROUP HELICOPTER_ESCORT_GROUP HELICOPTER_RECON_GROUP HELICOPTER_MARINE_ASSAULT_GROUP J HELICOPTER_MEDIUM_LIFT_GROUP HELICOPTER_HEAVY_LIFT_GROUP g FIXED_WING_CLOSE_AIR_SUPPORT_GROUP ji FIXED_WING_MULTI_ROLE_GROUP nai FIXED_WING_CARRIER_BORNE_STRIKE_GROUP FIXED_WING_CARRIER_BORNE_INTERCEPTOR_GROUP PRIMARY_FRONTLINE_GROUP SECONDARY_FRONTLINE_GROUP HEAVY_SAM_AAA_GROUP LIGHT_SAM_AAA_GROUP INFANTRY_SAM_GROUP ARTILLERY_GROUP MLRS_GROUP INFANTRY_GROUP41 INFANTRY_GROUP2 AIRCRAFT_CARRIER_GROUP FRIGATE_GROUP LANDING_GROUP Placing vehicles at bases won t have the desired effect landed vehicles cannot attack until they takeoff that applies to anything aircraft vehicles ships Around each base is a number of defined routes one for landing one for taking off etc before anything can start engaging it must fly drive the takeoff route CUBA BIN There use to be a PSD layer like the SID file for the SAM AAA placement but it was combined into the CUBA BIN file The composition of the bin file is binary but it is possible to play around with it The bin file is split into sections Each section will have a size and a data part Looking through it would be too difficult to tweak values but luckily the very la
4. In the FORMCOMP DAT file and all script files the double slash designates a comment line Looking through the DAT file it is pretty straightforward e The first type is the name of the formation_components e The second type is the name of the formation from forms dat e The count is the number of aircraft or whatever in the formation e Then comes the group type from the valid ones listed at the start of the section F e Finally the actual aircraft types listed Blue Red Blue Red etc The only thing to be careful of is to make sure that the count x2 for Blue Red is the same as the number of aircraft listed 247 4 Patches Updates All international patches and updates for Apache Havoc can be downloaded from the Razorworks site at the following URL d http www razorworks com pages patches_txt htm Latest version is 1 1e which is available for all language version from the site above Although the patch installer says it is version 1 1d it is in fact the correct 1 1e version eee The European patch is 4 5mb in size all over versions are 1 5mb This is due to the extra artwork and sound not included in the European version which was included in the original U S release 7 5 Hall Of Shame And finally a chance to giggle at their get up The cast and crew of Razorworks the Oxford based software team responsible for Apache Havoc T m e sae iy In order of
5. Iso if your CP G spots enemy aircraft he will announce e Fast movers comming in hot and heavy Simply put to successfully win a campaign your side is required to capture the specified number of Objective Se ObSecs This number will vary from theater to theater but there are always more objective sectors available on the map tl Ou are required to capture asic Overall Strategy 1 a campaign you should be flexible y enemy air capability as early as possible then move in on mobile ground forces concentrating on those ing Objective Sectors To do this you will really need to be flexible and not always follow the generated mi You should create your own scout missions to locate and destroy enemy bases Shoose a campaign in accordance with your ability New players should choose to fly the quieter more sedate Gc Triangle campaign aign Difficulty Table py BLUE FORCE hardest Cuban Crisis Golden Triangle medium Caspian Sea Caspian Sea easiest Golden Triangle Cuban Crisis a e Campaign Intelligence Map It s a mistake to think the in flight campaign map displays current unit positions In fact it only displays last Known unit positions if _warisa highly fluid situation where an armored column can be j torn to shreds by enemy attack helicopters in a matter of minutes vou should refer to it often use it to avoid areas with high levels of fighter activit
6. Try to avoid rolling out until the nose Reality Check Diving Fire attacks runs increase munitions accuracy by reducing the rotor downwash effect on the ordinance rotor downwash in a dive is substantially reduced due to the angle and airflow Also this profile reduces the risk of being hit by small arms fire CHAPTER 3 intermeasures evasion saw the launch high above my head though the canopy the captain saw it too FLARE FLARE he yelled My thumb repeatedly pushed the countermeasure control release stick over banked hard right and dived at the ground too fast The beep beep of the ground proximity made my heart stop Cursing myself for not looking where was going pulled the stick back hard all the way to the stop BOOM Something exploded behind but not us thankfully the missile had well missed don t remember thinking about the near miss at the time all felt was relief at seeing the horizon and the instruments reading 20 AGL and 120 knots bloody dangerous Where is he You see him Got him 1 o clock high The enemy fighter had passed right over us in its head on missile attack in my dive and roll over I d done a 180 and was now pulling the nose up hard and looking right up at the fighters receding tail pipe i _ SHOOT Two stingers left our wing tips one went wide the other connected We watched the fighters engine spew fire and dive into the grou
7. dangerous Black smoke from burning wreckage and purple smoke grenades will hide objects from your EO sensors if it s thick enough 2 21 Helmet Mounted Sight IHADSS This targetting mode is very much tied to your internal cockpit view position it targets the closest object to the centre of your view automatically Generally it s good for really dumb close range target strafing and picking off the small vehicles at enemy FARPS and airbases Also once a target is killed it is removed from the target list immediatley Should you have an awkward radar target that it says has no LOS switching to the helmet mode and looking at it should clear it All optical systems are effected by lighting and weather conditions At dawn or dusk using the HMS IHADSS will be ineffective unless the night vision mode is activated 2 22 FLIR DTV DVO LLLTV Most of these systems are near identical Differences being the default magnification and ability to handle poor weather conditions But they do offer an MFD view of whatever you are targetting even when using the radar you can cycle through the MFD pages and bring up the EO display ge Missile figure 2 7 Heads down MFD view clearly shows your missiles as fast moving points Very dramatic figure 2 8 During attacks on airfields use the FLIR views to locate the important structures WARNING Laser devices are potentially dangerous Their rays can and will burn someone s eyes if the
8. or shortcuts options you can specify the commands you want _with the APACHE_HAVOC environment variable and SET command For example g SET APACHE_HAVOC cgs 1 cig 1 cbar 1000 For more information on using command lines and environment variables please refer to your computers disk operating system manual or Windows95 user manual Apache Havoc version 1 1e Parameters Category Communications comms_connection_receive_size n Initial guess of campaign data size If campaign data is larger then this can slow things down default 200k similar to above N comms_data_record_size or comms_pack_buffer_size similar to above f air comms_guaranteed_send Force the comms to use DirectPlay guaranteed send instead of its own n 1 turn on n O turn off default i erls n comms_resend_list_size 1000 crl n comms_rerequest_limit n number of times a client can re request the same packet Increase this for poor connections default 10 n Packet history list size increase if client keeps getting kicked out by server default cpt n comms_packet_timer n time delay in seconds the comms will wait for a packet before re requesting it default 5s _ ert n comms_resend_timeout n time comms will wait before assuming re requested packets was lost default 2s mur n max_update_rate n network frame rate for a server n a for a client de default 5fps for TCP IP 15fps
9. run away or if it should send assistance CUBA SID There is also a file called CUBA SID_ This is a multi layered PSD Adobe PhotoShop file that has simply been renamed If you rename it back to CUBA PSD and load it up you ll see that the file has a number of layers The layers are PSD Layer Name Description Defines the red blue initial land held defines the objective sectors the ones you need to capture to win defines the objective sectors the ones you need to capture to win Greyscale used by the ground forces to know which way to move Cold to warmer White being the warmest Not Used Not Used You should be able to draw on this rename it back to CUBA SID and see the changes it would help a lot if you just gave the BLUE_FORCE side more land FORMS DAT FORMS DAT contains all the campaign formations unfortunately you can t add new formations only alter the existing ones guess the easiest way to work out new formation positions is on graph paper that s how it was done don t think the Kiev and Tarawa ones are used any more so you could totally alter those change name etc Here s the complete list of available formations in case any are missing from the file NONE 1 Zev OW LEFT 2 ROW_RIGHT 2 COLUMN 2_VERTICAL 3_ROW_LEFT 3_ROW_RIGHT 3_ COLUMN 3_VERTICAL 3_VEE 4 ROW RIGHT 5 ROW_RIGHT LOOSE 5 VERTICAL 16 _ROW_LEFT 16_ROW_RIGHT 16 _COLUMN_LOOSE 16_COLUMN_TIGHT
10. tubbiness left to right Matt Smith Dave Proctor James Morris Todd Gibbs Dave Lomas Kevin Bezant Neil Roberts Inset James Hobson
11. 00 15 lt 2 A 0 333 20 Tracked 600 600 2 ET 2 000 15 1 000 0 333 20 Tracked 600 600 1 ooo o 2 BE s i 1 1 000 0 333 20 Tracked 2 000 2 000 20 Wheeled 2 000 20 wees 2 oof Oo j 2 i 10 1 000 0 666 20 Tracked 6 000 000 8 000 ooo 15 10l 4 000 20 Wheeled 4 000 to 5 n 3 000 20 Wheeled 600 4 a 5 000 15 10 3 000 000 20 pee e 3 000 000 5 000 ooo 15 3 000 oes 1 A 20 Wheeled 1 ooo o c 20 Wheeled 1 1 000 20 Wheeled 300 1 0 20 Wheeled 1 ooo o 0 1 1 000 o o o gt Weistcmracm 20 eee ey 500o 15 5 3000f 1f oO Note Tanks and other armoured vehicles have between 6 to 8 smoke grenades eet is i ATEN ANN T O O O O O O1 oO Table 3 Ships Structure Air Scan Air Search Air Search Air Ground Points REWOG Min EV Threat Threat 1 1 1 1 0 0 1 000 1 000 2 000 PF 3 000 3 000 IR 20 500 24 000 340 5 5 912 67 197 3 000 3 000 IR 20 50 24 000 340 5 D1 2 67 197 6 354 6 354 Lsr 2 Ammunition and Explosives Damage Soft Hard Objects are categorized as either soft or hard targets These values indicate the amount of Sabie hy they transfer to either soft or hard objects For example a Stinger will do 300 points of damage to a soft target such as a helicopter but no damage to a hard target such as a city block Gu
12. ENEIT ae ray Ye A DERA www razorworks com Contents Chapter 1 Getting Started Chapter 2 Acquisition Systems Advanced Gunnery Chapter 3 Countermeasures Evasion Chapter 4 Campaigns Chapter 5 Missions Chapter 6 Tables and Metrics Chapter 7 Simulation Mechanics Updates Strategy Guide by Richard Flexman Hawley Joysticks and game principles Application of Radar and Electro Optical sensors Advanced missile employment techniques Surviving and countering a variety of threats SAMs and aircraft masking and hiding Tips for better and more successful campaign play Campaign intelligence and breakdown of mission types Individual Missions Career Charts Vehicle Tables Weapon Data Command Line parameters editing creating your own custom campaign files and links to Patches COTE TARTS vee Ti SWING on E AM z i k a F k i rl TS Pu i ee is d w Fi a N A k pinn a complex subtle often obscure simulation a an unforgiving free form style of Fil S 3 lt This so guide assumes some knowledge of the basics of helicopter flight on the part of the reader If nyo amp L sO DA lot of practice A f A joystick throttle and a set of rudder pedals a HAVA ravine ME This guide a little conceited perhaps AR e a AR inii 2 Fae lt 1 mcr oF IDERTIET neg rby vE TARRING OSs L rces are available the mission may be as
13. LONEL 1000 000 Your rank determines the availability of more difficult missions see section 5 1 CHAPTER 5 missions objectives ssion Availability 4 Difficulty _ The eae and availability of missions is dictated by the estimated difficulty rating of that mission and p urrent pilot ranking The theory being that rookie pilots are not assigned excessively dangerous issions 4 he mission difficulty tree looks something like this Min Difficulty 6 Therefore any mission with a difficulty over 7 is unavailable to Lieutenants and Captains The difficulty rating is rated by type length of exposure behind enemy lines and number of estimated enemy contacts Re eS L i 5 2 Mission Types It is not immediately obvious how you successfully complete some mission types Upon completion of a mission you are vectored back to a base with an accompanying radio message Some missions require you to hit your final waypoint position others require you to order a return to base via the communications menu Then only exception to this is the INTERCEPT mission which ends when the target entities have been destroyed Here is a list of player flown mission types with notes Requirements Hit the final waypoint co ordinate Objective Search and Destroy any enemy targets of opportunity en route to final waypoint sector This can be classified as a movement to contact mis
14. RRENDERED_SIDES GOAL RESULT CAMPAIGN_CRITERIA_SECTOR_REACHED GOAL X_SECTOR Z_SECTOR RESULT CAMPAIGN_CRITERIA_REACHED_WAYPOINTS GOAL IYPE RESULT CAMPAIGN_CRITERIA_TIME_DURATION DAYS HOURS MINUTES SECONDS RESULT CAMPAIGN_CRITERIA_CAPTURED_SECTORS CAMPAIGN_CRITERIA_LOST_SECTORS GOAL RESULT CAMPAIGN_CRITERIA_ENEMY_FIRED GOAL RESULT 4 F So for example if you wanted to make a special game in which you had to avoid being i detected by the enemy but destroy their base you could use For blue only no need for red criteria in this case CAMPAIGN_ CRITERIA SAT CRITERIA DESTROYED ENEMY OBJECTS A GOAL 1 TYPE OBJECT _3D_LAST RESULT SUCCESS CAMPAIGN_CRITERIA CRITERIA_ENEMY_FIRED GOAL 1 RESULT FAILURE You could add a timer 5 minutes with CAMPAIGN_CRITERIA CRITERIA_TIME_DURATION DAYS 0 HOURS 0 MINUTES 5 SECONDS 0 RESULT FAILURE There are a lot of things you can do with this There used to be a special game in which you had to hover within a big transparent sphere for a 10 seconds within a time limit it was really quite hard Special games are probably the best way to practice and think will allow the most scope Map positions are calculated from the bottom left of the map You can calculate the size of the map from the data in the c MP file The hotspot layers are the same at the moment because both sides objective sectors
15. a Transfer mission at the recieving airbase You can actually fly some of these transfer missions during the campaign it s just a taxi job but it also serves as a way of transferring you to another base T 4 Fuel and Stores Each individual vehicle keeps track of it s stores When a unit has expended it s stores it will remain in this med state until re supplied Armoured columns usually carry their supplies with them in trucks It ka here is an infinite reserve pool of ammunition and fuel However airbases and FARPS do run out and require resupply from nearby supply installations These supply installations are identified on the campaign map as factory symbols lt lf you wish to transfer to a front line FARP early on in a campaign and no TRANSFER missions are available you can force a transfer x On the mission selection screen create a SCOUT mission then move the last waypoints near to the A FARP you wish to visit Fly to the last waypoint your return route will direct you to the nearest FARP or a BASE with free capacity which should be the one you wanted Most often you will find that when you hit the last waypoint at the end of a mission you will be directed to land atthe nearest FARP or base which is low on aircraft ilot Ranks And Promotion E A Promotion is based soley on points The rank pyramid is as follows E _ LIEUTENANT 0 CAPTAIN 5 000 MAJOR 50 000 LT COLONEL 200 000 CO
16. al threat priority value The radar symbol used in Apache Havoc is the result of this information Each detected object is assigned a LOW MEDIUM or HIGH threat priority The highest threat priority is given to anti aircraft vehicles such as mobile SAM launchers which are of immediate concern to the helicopter crew Medium is reserved for armoured vehicles such as tanks and personnel carriers Low is assigned to everything else basic trucks cars well defined structures Apache Havoc permits the radar operator to set the threat priority level to only display those targets that all within the selected classification figure 2 1 The target filter set to display only MEDIUM category armoured vehicles This feature is extremely invaluable when engaging armoured columns When the targets are so closely grouped together presenting many targets in such a small area it is desirable to eliminate the surface to ir defense capability of the column before they can return fire t setting the threat filter to HIGH only those SAMs in the armoured column will be displayed and argeted by the radar Also by targeting only medium threat objects you can ensure you do not waste valuable missiles on non priority targets t The gt priority filter reduces the time spent identifying and cycling through objects and can be used in conj unction with a high re sweep rate to rapidly degrade enemy response at the beginning of a
17. are the same they don t have to be though try changing blues to cover the entire map except a little bit in the middle and you ll see what mean hopefully The warmth layers are purely used by the ground forces for when they are deciding which direction to travel Imagine a group of tanks at a road junction with 2 directions of possible travel the warmth map just helps the decision The background layer is only used to define the side of the sectors Although other things use the sector sides to define their side The hotspot layers are the only ones used to set the objective sectors So in the blue_hotspot layer colour the whole thing in blue and see what happens in the game you should see that the whole map is covered by objective sectors By intelligently altering the hotspot layers you can change how difficult it is to complete a campaign although you could just reduce the number of required objective_sectors in the cmp file The only reason the red and blue layers are the same is to make the two sides appear to battle for sectors if they were different blue would go off in one direction to capture its sectors while red would concentrate on getting its Having then on top of one another makes each side try and capture the same sector If that makes sense The easiest way to add campaigns is to copy the cmp file changing the titles to New Cuban Crisis or whatever Then the game will pick them up as different campaigns
18. cy intercept missions need to be carried out as soon as possible The intentions of an enemy unit has been determined and deemed important enough to intercept destroy before it reaches it s destination BATTLEFIELD AIR INTERDICTION Requirements Hit the final waypoint co ordinate Objective Search and Destroy any enemy targets of opportunity en route to final waypoint sector This can be classified as a movement to contact mission i This is the standard and most common sortie he W 7 CLOSE AIR SUPPORT Requirements Patrol your route until you hit the final waypoint co ordinate bjective Defend the air space above friendly units in your mission area These 3 missions can be generated by advancing ground units mes a f im s COMBAT AIR PATROL 4 n Requirements Hit the final waypoint co ordinate Objective These mission routes often take you repeatedly across your patrol zone in a zig zag fashion usually around your current base This is mostly busy work the Al flights on these missions should attempt to defend the base from air attackers ESCORT Requirements The escorted aircraft completes its mission Objective Supply troop insertion and transfer flights may request an escort flight Players with a suitably high enough career rank will only be able to take on these missions vase i a is z Requirements Fly to the final waypoint and await landing in
19. d stem the flow of aircraft A base that has been closed _ down reduce to below 30 will still generate aircraft unless the generator buildings are completely destroyed Typically these fighter helicopter generators are located on or near their respective aprons Aircraft Parking Apron Generator Hanger Around Here Helicopter Service Pads Generator Hanger Around here figure 4 2 AE Hongson Airfield Burma Even if you destroy ALL buildings and aircraft at an airbase that base may request Transfer flights from other nearby operational bases Should no aircraft land for any length of time the base will begin to deconstruct and become unused When this happens the destroyed building shells will disappear kif FARPS FARPS are easy pickings mostly consisting of soft vehicles mules and external power units that can be destroyed with the cannon Even better if you can catch them with aircraft on the ground Shutting down a FARP won t remove it A repair mission will be generated at a nearby base with perhaps an additional series of rescue helicopter flights to ferry off wounded and stranded aircrew In addition transfer flights to replace lost helicopters may be generated dependant on a nearby base having the resources to send them A Bii Ithe FARP is not repaired after a period of time it will dismantle itself but leave behind a residue of its presence tents landing mats etc The campaign map icon w
20. d what goes into them from formcomp dat and forms dat This will influence the war quite a bit At the moment no ground forces are placed this way they are either done automatically by the Frontline code or SAM AAA placement code I ll have a look next week and see if can provide some help in tweaking these You could try placing some tanks at a base and see what happens although the only task they would be able to pickup is Supply probably need to explain how the task engine works as well everything in the world is capable of doing a task mission Obviously some things are more suitable for certain tasks than others When a task is created by either the Highlevel Al or the Retaliation engine another subject it goes onto an unassigned_mission list This list is periodically assessed by idle groups in the world to see if there is anything for them to do When assessing they take into account their suitability values and hopefully a suitable match is made The Highlevel Al deals with planned attacks or missions like Deep strike not all of them or CAP The Retaliation engine probably creates most of the mission in the game Each side has a Retaliation engine that is informed if anything happens like a tank targeting a helicopter The Retaliation engine decides if the tank should attack hide or if it should send in some forces to help or whatever and on the other side if the helicopter should attack back
21. e on employed to exploit this At low level a rapid loss of altitude will make the missile nose into the ground as Pm it plots an intercept point that is below ground This requires good timing and consideration for the a powered descent effect Reality Check Stingers are traditionally lag pursuit missiles however the Stinger missile upgrade program is producing a next generation lead pursuit version f2 Dealing with the Air Threat a TL ne enemy air threat is without doubt the biggest most dangerous threat you will face on the battlefield Attack helicopters don t have the speed to run away from a fight Once the fight has begun someone is going to die When to fight and when not to fight Remember the Borg from Star Trek Sometimes it was possible to walk past them unmolested because they didn t consider the others a threat And other times they attacked everything that moved Apache Havoc is a little like this at the core of the decision making is something called the retaliation engine Most of the time aircraft are flying about on specific tasks missions if you happen to be flying past then it s not in their interest to attack you unless they have been told to attack you or they are on combat air aap patrol So you should be able to safely pass enemy air threats because you are not considered a threat however once you open fire they will quickly re evaluate your p
22. e Ea it until it is attacked by an ever greater threat such as an RAH 66 Comanche Air Threat f 1 0 Note All ranges in Meters unless specified Table 1 Helicopters and Fighter Aircraft Cruise Structure Ground Scan Air Scan Speed Points Range Range Ground Threat 5 a 1 5 000 1 5 i i 1 90 1 85 0 8 80 5 000 10 0 8 70 750 0 10 0 75 750 0 10 0 70 800 0 75 40 800 5 000 5 000 o 10 o 1 70 100 800 3 000 0 0 10 0 0 100 1 000 3 000 0 0 10 0 0 300 700 850 6 000 5 000 5 000 10 0 8 1 300 700 850 6 000 5 000 5 000 10 0 8 1 450 900 700 10 000 10 000 10 000 10 1 1 450 900 700 10 000 10 000 10 000 10 1 1 350 800 700 6 000 5 000 5 000 10 0 8 1 350 800 700 6 000 5 000 5 000 10 0 8 1 450 1 000 700 10 000 10 000 10 000 10 1 1 450 1 000 700 10 000 10 000 10 000 10 1 1 Table 2 Ground Vehicles nan e Me At oe a aa Aao pta Sea oints Range E Range Interval Min Max Threat M 20 Tracked 1 BE 2 000 4000 2 000 10 1 000 0 333 1l 20 Tracked 1 4 350 2 000 4000 2 000 10 1 000 0 333 20 Tracked 1 000 1 1 000 3 3 000 4000 4 000 A T 2 000 0 666 20 Tracked 1 re 3 000 lt 4 w sl 3 2 000 0 666 20 Tracked 1 1 000 2 000 5000 2 000 15 10 2 000 000 0 666 20 Tracked 2 000 2 000 2 000 2000 15 10l 1 000 0 333 20 Wheeled 800 2 000 2 lt A a 1 000 0 333 20 Wheeled 650 1000 oO 20 Wheeled 650 1 000 2 0
23. e twitchy Links to joystick template updates and new joystick fig urations are given below bs ma MaA SU cred ib Havoc s sensor mode keys use the six gray edit cluster keys Insert Home Page Up etc some Tele joysticks have ead handling these Thrustmaster joysticks can use press and release vcr ft F at which the joystick sends it s key commands using it s software where applicable Thrustmaster aM can specify this using the RATE command in the program file The loss of keyboard response to to the joystick button RELEASE code being quickly overwritten by a new key PRESS code So the ard can think that a modifier key such as SHIFT or CTRL or ALT is still being held down Pressing leasing these keys on the keyboard will restore normal keyboard operation t i a Tiustermaster joysticks Pata the RATE to 20 cc microseconds generates characters very Phel oy uw O tS D ae lt O D x lt Ho D e D O pe oi 0p 0 j O h A 99 lt Q O t 2 J D gt TE L gt O 3 O Q Q 3 3 ped O D lt ep m QO 5 t gt lt gt QO D ped nO m Q F gt D Efit rr TANGA Aidi sein OS ah iod j Za a2 p EJ re 3 al oak O h O aay ep O gt xe T gt D pmj gD O D a lt S 3 O L O lt 1 O gt oP gt pe lt gD 2 O 3 ae gt Q O gt ae gt
24. ecoy e Dump a flare or chaff bundle every two to three seconds e When a missile is less than three seconds away and still inbound launch doubles e fthe missile is one second away keep hitting the dump key Do NOT feel you have to conserve chaff or flares you can t use them once you re dead It really is a ni of use them or loose them es fay You will know when the missile has been spoofed as the countdown will vanish In the Havoc the hy b _ countdown is the light sequence as pictured in the manual Get familiar with the symbology if you are K _ not already ah z gt d ra cy Travelling perpendicular to a tracking gun or missile will increase the angle of error This means a greater chance of it missing you since it requires more lead ahead on the part of the tracking gun or missile seeker All missiles in Apache Havoc compute Intercept Trajectories the further away from the computed intercept point you are with each fraction of a second the safer you are 4 und clutter yt her trick you can use is hiding yourself in the ground clutter At altitudes of less than 40 feet AGL such as mobile SAMs have difficulty tracking you This is the biggest weakness of remote SAM emplacements if you are low enough you can approach until they are within cannon range Exploit Lead Pursuit All guided missiles in Apache Havoc follow a lead pursuit trajectory A dangerous low level tactic can b
25. educe packet re transmissions at a higher layer and improve performance in theory Your mileage may vary Dedicated Server Example aphavoc exe dedicated 1 game_type 3 gunship_type 0 path common maps map2 filename campaign cuba cmp This will start the server running the Cuban campaign Rather than use the command line directly you could create a BAT file or shortcut with the parameters you want 7 3 Editing Campaign Files This section describes how to modify the campaigns in Apache Havoc It should not be taken as a complete guide or manual but it should go some way to assist the keen hacker This information is courtesy of Todd Gibbs at Razorworks Note If altering any files causes problems with the game either restore from backups or the original files located on the CD Directory Structure Each campaign uses similar files but stored in their own sub directory Map Numbers and their Location H Aphavoc MAP1 is Thailand I J Common MAP 2 is Cuba MAPS is Georgia en Lampaign eT Graphics be Route i bT Terain figure 7 1 Campaign Directories CUBA Map 2 as an Example There are several files in each MAP directory their file extensions denote their usage CMP campaign DEM demo FRE free flight SGL and SPC single and special games The CMP files are the most use for quickly changing the balance of power although some others can influence it CUBA CMP The CMP f
26. elicopter during the attack We will take a look at each one in Hover Fire b m ne technical definition of Hover fire is any engagement made below Transitional Lift TL speeds Any attack made from a hovering position is considered as Hover Fire In a hover the aircraft is less stable and subject to effects which degrade hit probabilities such as wind and fired weapons causing aircraft _ movement In Apache Havoc rockets and cannon shells in flight are not effected by wind or gravity effects T some general pointers for Hover Fire e Use hover hold or cyclic trim to maintain attitude or position __if the threat and terrain conditions allow drift with the wind don t make things harder by fighting to maintain a position if you don t have to e Adding collective will cause the aircraft to briefly yaw to the right reducing it will cause the aircraft to turn left This is something you can exploit for fine tuning your aim if rudder controls are too sensitive e Hover Fire Rocket attacks in the Havoc is much more difficult since the Havoc s rocket pods are not elevated Running or Diving Fire attacks are the norm Reality Check Most fully loaded attack helicopters in a hover are operating near maximum torque limits Without transitional lift the pilots work is much harder requiring slow deliberate flying inputs Also rockets tend to be effected by the lateral and horizontal force effects of wind including
27. er there are subtle methods of operation with the radar which ee SSRLELELIE enable special forms of missile attack and increase the crews awareness and survivability Some simplification of the extensive radar systems had to be made for Apache Havoc for reasons of accessibility and balancing the gameplay between the two helicopters The Havoc does not have the luxury of shared electronic battlefield information displays such as the Tactical Situation Display modes of the Apache So this kind of capability has been incorporated into radar return display In multiplay it is possible to share radar target information but not with the Al computer controlled entities E 11 Radar Information Filters Part Threat Priority Use them The radar system such as that used in the Apache Longbow FCR has the ability to reduce operator overload the display can filter out certain object types In real life operation a reflected radar signal is digitally processed by a black box due to the wavelength of the radar it can be processed in such a way as to derive basic structure information from the reflected energy This feature is modeled to a small degree in Apache Havoc The radar can determine if the object is a wheeled or tracked vehicle Also it can detect a turret structure such as those commonly found on tanks Using this information the radar display electronics automatically classify detected objects and assign them a potenti
28. for IPX e cig 1 comms_interpolate_gunships program will interpolate a players helicopter position for smoother visuals n 0 off default n 1 on cve 1 comms_validate_connection removes dead player husks when client crashes 7 n 0 off default n 1 on cto n comms_time_out the amount of time to wait before removing dead player husks n 0 off default n 1 on Category Visual city_block_approximation_range n distance in meters that city blocks resolve from their simple form to complex form default 500 meters si e i bad E i N Category Flight Dynamics dynamics_retreating_blade_stall n floating point scaling factor for RBS effect default 1 0 z ep ovn dynamics_rudder_value n scaling factor for drag on tail rotation default 1 0 dynamics_rudder_acceleration n scaling factor for tail rotation acceleration default 0 8 dynamics_main_rotor_drag n scaling factor for drag caused by main rotor default 1 0 dynamics_tail_rotor_drag n scaling factor for drag caused by tail in forward flight default 1 0 dynamics_cyclic_dead_zone n percentage deadzone for the cyclic default 0 0 alala Nj o x Ofasle Sls m Category Miscellaneous Tel goto 1 planner_goto_button Activates GOTO teleport button on the campaign map vtm 1 vector_flight_model Activates viewer or UFO flight mode player_start_rank Start rank for ne
29. fter Launch wit figure 2 8 Using LOAL to kill targets hidden behind a bend in the road However the climb during the missiles motor burn period reduces the energy to missile and reduces it s maximum effective range to around 5km It gets worse If the target is closer __ than 2 5 km when the missile reaches the top of it s climb and noses down to hunt for it s _target the missile overshoot since it has too much forward velocity and too much altitude yaa he relative height difference between the helicopter and the target will alter the Hellfire s effective maximum AND minimum range Because of this LOAL launch mode should be reserved for situations where it is tactically prudent ile radar Hellfires are fire and forget in Apache Havoc it is possible to switch targets while the missile is still in the Zoom climb phase Once the missile noses over to begin its live you can no longer change its target This is something you should watch out for apid Fire Missile Attack Mode Hellfire and Attacka Ta id fire missile attack mode refers to a method of simultaneously guiding several missiles in flight h missile in flight will track the same target However as each target is hit a new target is designated all remaining missiles currently in flight will change course towards it It does require that there is enough spacing between missiles so they can steer towards their new targets iz Designation of
30. idance IR Passive Infra red Lsr Active Laser R s Radar semi active 1 RC Radio Command Table 4 Surface To Air Missiles SAMs Name Damage Soft Damage Hard Guidance Seeker FOV Weight Min Range Max Range Velocity G Max Burn Time Cruise Time 300 IR 120 500 850 15 5 437 300 IR 680 18 4 281 850 10 510 10 500 8 000 890 15 5 708 500 24 000 952 10 9 1 95 20 371 500 12 000 850 10 8 155 9 800 o o o o jo o o o o D D OJO ee E Hard EN 550 of IR 1000 0 IR 1400 50 R a 550 of IR 1132 40 0 0 40 30 000 850 Table 6 Air To Ground Missiles Guidance Seeker FOV Weight Min Range Max Range Velocity Burn Time Cruise Time 2 000 442 10 3 996 15 876 2 000 8 000 442 10 3 996 15 876 2 000 2 000 RC 50 42 500 6 000 3 568 12 993 400 10 8 000 400 10 3 568 17 993 7 000 340 10 2 956 18 893 10 000 340 5 5 912 26 021 500 o 500 40 000 340 5 5 912 114 256 1 000 IR 20 0 Table 7 Unguided Rockets Name Damage Soft Damage Hard Weight Min Range Max Range Velocity G Max 500 100 5 000 850 30 2 18 4 443 100 5 000 850 30 2 71 8l 4 443 100 5 000 850 30 2 71 8l 4 443 100 3 000 700 30 2 209 3 103 100 4 000 750 30 2 379 4 065 6 000 800 30 ell i Table 8 Ballistic Weapon Data pu Name Damage Soft Da
31. ides a visual reference useful during rapid fire missile attacks For example spacing between laser or command guided missiles using the radar as the targeting systems needs to be longer than the sweep period A destroyed target will remain targeted until it is re swept by the radar lf the HUD displays the radar sweep indicator this can be used as a metronome for missile release Firing a missile each time it hits the left or right side will ensure that the target area is re swept between missiles Narrow the sweep for faster updates Narrow Sweep For Rapid Wpdate figure 2 3 Narrow radar sweep for rapid targeting updates during an attack When attacking a road convoy radar line of sight is another reason to narrow the sweep angle Vehicles can HIDE other vehicles A vehicle hit by a missile can be thrown several meters thus revealing another vehicle behind it A narrow and hence rapid radar sweep will detect such new threats much faster Remember some ground vehicles have heavy caliber machine guns and can assault you as far out as 3 km It s not the detected threats that will kill you it s the undetected ones In urban or built up areas in which there can be plenty of unwanted bridge or supply factory structures in the target list use the radar range setting in conjunction with the sweep angle to confine your desired target area The figure below shows the ground radar being used such that the bridge structures on the righ
32. iles are mostly self explanatory but here is a quick run down the contents The attitude is not used at the moment but will be in Comanche Hokum Its will influence the sides retaliation characteristics The task_generation stuff defines the type of tasks a side can create the values after it aren t used They use to deal with frequency urgency and duration but never made it in Hardware reserves think you can guess During the campaign these are spawned in base Generator Hangers Out of these you will see helicopters and jets taxiing to the landing pads The frequency of replacements from the reserves is defined by REGEN FREQUENCY its value is defined as time to regen 10 minutes REGEN_FREQUENCY With 1 giving a new aircraft every 10 minutes and 10 giving one every minute You ll notice that the BLUE FORCE regen frequency is a lot lower to try and address the balance The actual size of the groups of tanks is defined by how big the area is that they are being placed into clear area around the road node but the maximum they will ever get is defined by FRONTLINE_FORCES The default is 10 and the max is 16 You could try giving the US 12 and the CIS 6 and see what happens If you try 16 16 you ll probably see a large frame rate drop especially on Thailand by default there is 1000 tanks already From there on its all about bases keysites and the initial forces at them You ve pretty much worked out how the groups are built an
33. ill eventually be removed once it has finally closed This may take some time 4 4 The Ground Advance If the FARP is not repaired after a period of time it will dismantle itself but leave behind a residue of its b presence tents landing mats etc The campaign map icon will eventually be removed once it has finally y closed This may take some time Boing Advance Stalls Ai Examine the map for areas where the ground advance has stalled Look for friendly ground units on the X i road as an enemy ground unit A When an advancing unit comes into range of an enemy ground force it will stop and begin to attack with it s available weapons usually the main battle tanks will proceed to lob shells over several kilometers at the blocking force The unit will also send a radio message see below i The blocked ground unit can not advance until the blocking force has been eliminated Be aware should the blocking enemy be hit by a shell it will radio for immediate air support A retaliatory attack by enemy helicopters can take anything from a few minutes to half an hour depending on the d proximity of available forces Also enemy tanks will return fire again lobbing shells over several kilometers due to terrain considerations it may not be posssible for the engaged ground forces to hit each So always keep a look out for ground advance stalls You can fly into the area and clean out the enemy thus allo
34. ir high speed allows them to approach engage and extend out of range of your air to air missile systems Your helicopters air search radar can take several seconds to conduct a full 360 degree sweep In that time the enemy aircraft can cover a maximum of 2km before you even know it s there The best way to stay alive is simply avoid direct confrontation with enemy fighters particularly air superiority fighters A single attack helicopter against a single fighter is a winnable situation engaging two fighters is pushing the odds however ground attack fighters are much more vulnerable than air superiority or multi role fighter aircraft An engagement against more than two fighters without support from friendly units and you are seriously outgunned Face facts there are situations that should be avoided getting into a furball against six Mig 29s and Su 33s is one of them Avoid Kill or Danger Zones The most dangerous areas are near enemy airbases or hot areas of enemy activity Examining trends can identify Hot areas how often fighters are observed patrolling those areas Killing zones around enemy airbases are particularly dangerous figure 3 2 Danger zone around a Cuban airbase When an engagement in this danger area has begun it s quite probable that additional air support is being readied at the nearby airbase Given your proximity to the base you will have little time to get out of Dodge before reinforcements arr
35. ith flight controls TER e Use a careful cross check because target fixation may cause the pilot to fly the aircraft into the ground The pilot should complete the recovery from the dive no lower than 500 feet AGL a gnr e The pilot must plan the dive recovery in time to avoid abrupt recovery manoeuvres If an abrupt recovery is attempted at high airspeed mushing may occur When the pilot tries to recover from a dive the high rate of descent and high power setting cause the controls of the helicopter to _ become less responsive Mushing may prevent the pilot from recovering from the dive r The procedure for a Diving Fire attack is as follows e Establish entry altitude 1 500 feet AGL above ground level minimum 100 feet r _ Establish entry airspeed 100 KIAS normal or 50 KIAS steep 10 KIAS KIAS knots indicated air speed A 3 tablish a 12 to 15 degree dive angle normal or a 30 degree dive angle steep 0 to 5 degrees oy an the aircraft in trim _The crew begins engaging the target Recover to level flight before reaching computed Vne velocity never exceed or 500 feet AGL Correctly perform crew co ordination actions is some difficulty in recovering then kick hard right pedal left pedal in the Havoc and reduce ctive to 30 This should reduce power to the rotors increase drag and increase the amount of authority An unorthodox procedure true but it seems to work
36. ive this is what makes the area so dangerous In fact this zone can extend up to 32km from an enemy airbase effective radio range The area north of Guantanamo bay in Cuba pictured above is a good example of deadly ground Defensive Positioning and Air Combat Maneuvering While fighters are formidable opponents the well flown attack helicopter is not defenseless The helicopter has a major turning advantage Ifthe terrain allows the pilot should elect to deploy to cover hiding in a terrain feature that masks the helicopter From such a position it may be possible to call for help and slip away at NOE altitude However when terrain does not provide enough cover you may have to resort to more aggressive Maneuvering A fighter requires that it position you on its nose for a missile or gunshot The most dangerous place to be is within the 120 degree funnel extending out from the fighters nose As the fighter approaches and closes to engage the helicopter can turn into the fighter and dive this closes the distance and maneuvers you out of the funnel By turning into the fighter and diving you force the fighter to increase its dive angle the fighter pilot will have to break off earlier to escape from the maneuver Engagement Area 1 Pee N AR a est y figure 3 3 a fighters weapon lock area aA the fighter has passed by it will attempt to extend and turn for a second pass leaving the fighter vulne
37. kets or 1 km cannon from the target the pilot begins his break and uses terrain to cover his departure from the target area N gt The crew returns for an immediate reattack on the target or returns to the IP and holds ii The aircraft should NEVER overfly the target even if it appears all targets have been destroyed At ranges less than 3km the aircraft becomes vulnerable to return cannon fire include graphic lf playing with a wingman you might consider multiple attacks by co ordinating staggered running fire attacks with rockets For maximum effect crews should commence their running fire attacks from different locations and directions This will confuse the enemy and reduce the chance of possibly hidden targets remaining undetected All ships can continue to circle back to their IPs making repeat runs at the target until the engagement is broken off Care should be taken to ensure that there is enough lateral spacing between ships down the axis of the attack to reduce possibility of friendly fire incidents 2 36 Diving Fire with Rockets _ Again as with Running fire the airspeed of the aircraft improves accuracy of a rocket attack Also you get better visual and scan coverage of the targets the high angle will reveal contacts that otherwise would ren a partially masked The disadvantage of such an attack is the high airspeed less time to line up the attack and retreating blade stall effects interfering w
38. mage Hard Weight Min Range Max Range Muzzle Velocity Rate Of Fire Burst Duration 12 7mm Round O Y A Q o 1 800 600 1 000 M61A1 20mm Round a A A o 160 aj 1000 3 M197 20mm Round Oo y AY A oQ 1600 884 GAU 12 U COCE 15 3 of of 1 600 1 051 M242 25mm Round Oo O o y oyyy aoo 100o 1 000 3 VEDEC 100 100 2001 030 2100 3 M230 30mm Round a95 of 1200 72 HH 3 M75 76mm Round e e O a e e T I M256 120mm Round e e en r I M284 155mm Round toy tO oj of 80 000f 542 o o M270 227mm Rocket 8000 8 000 OJ 15 801 31 600 556 Ct 12 7mm Round a e e O T e o E 9 A 624 12 7mm Round e e O O E E E 14 5mm Round O O tof oof 3 GSh 23L 23mm Round 25 ef 200 o 2 000 GSh 301 30mm Round _ 40 25 Of Of 1 600 800 2A38M 30mm Round pt 500 1 200 2A42 30mm Round 8 000 1 000 300 EO 15 1000 000 1000 _ S 00 3 SEATON 25 8H 1 000 OO 000 _ 1 000 300 ss 2A72 30mm Round 8 5 y oyy oof oof 1000 3 AO 17A30mm Round e S TOO a E EEOC 30 sj o of 1500 ooj 1000 3 76mm Round e OF Of e T S 100mm Round OY o oy oy aooo et a o 2K23 100mm Round SOY HFC Of tH T A SUPAREAU SM 1 400 1 400 5 209 30 000 42f Ci ONENESS 688 688 of OO es tC 0 2A65 152mm Round o 1548 1548 Oj oj 24000 45 y o Chati o Y AYY oy y D 8 Flare O Y AY Y yY oy a yy 83 Smoke Granade e ee E Rate Of Fire Burst Duration The rate of fire is the number of rounds capable of being fired per minute The Burst Duration is
39. n ehgagement Re dar priority settings have no effect on optical modes je Radar Information Filters Part Il Air Radar ENEMY IFF Filter This filt figure 2 2 The Enemy contact filter of the air radar tadar Line Of Sight he LOS indicator in the high action display or HUD is very important when using the radar pre or post 4 attack cv Whe en a missile hits and a oys a target the radar will continue to display that target until it has been re nept by the radar And even then there needs to be radar line of sight to the destroyed target before the m can remove it this is assumed to be interaction between the radar system and co pilot confirming _ des tre lotion Unlike many other simulations dead targets are not magically removed The operator must keep this in mind otherwise serious overkill may result Overkill meaning target is attacked with more munitions than that required to destroy it i j T i i P Fa Apa che LOAL Attack Consideration his makes LOAL missile attacks in the Longbow more difficult as it requires re establishing visual Contact of the engaged targets before destroyed targets can be confirmed killed and removed This i enforces a limited method of BDA battle damage assessment Sweep Periods The sweep period is another important operator consideration There is the a reason why there is a sweep angle indicator in the HUD it s not just eye candy it prov
40. nd some miles away no pilot ejection Chalk up another kill for the Ghostriders Captain Flexman Hawley Ghostrider flight US Army somewhere in South East _ Asia March 1999 3 1 Spoofing IR and Radar Guided Missiles fi In an area where enemy contact is expected keep one eye on my ASE as advanced warning Any with a connecting line means they ve locked on to you and will most probably engage When you get a launch warning the ASE or the Havoc s TWD will indicate the type of inbound missile and the number of seconds before impact While Apache Havoc has an option for automatic countermeasure launching do not rely on this to save ur are By all means leave auto countermeasures turned on as this takes away the task of manually ning J on the jammers But you should get into the habit of dumping CM stores by hand Your survival Manual Countermeasure Launching Both flares and chaff have an effective duration of three seconds from launch This means that a flare launched to spoof a missile that s eight seconds away will burn out when the missile is five seconds away yo should also be aware that a spoofed missile can re acquire you if the countermeasure it is chasing the dissipate of the countermeasure there is no way the missile can re acquire you However in practice you may need to repeatedly dump chaff or flares in this 4 second window oe ji recommend the following figure 3 1 Time for a d
41. ontrol IR fluctuations of a moving background image would make it very difficult for a guidance system to automatically isolate and track the aircraft without a human operator manually tracking and lasing the target a pi ogan with the SAM Threat Know your Enemy The threat from surface to air missiles SAMs in an ever present danger behind the front line SAM vehicles are generally passive they will listen for enemy search radar or laser emissions Once __ they are alerted to the presence of possible enemy activity they will use their search and track radar systems A stealthy approach sensors set to inactive will enable you to go undetected unless you are ii y j 4 ELAD nithin visual range you are within the visual detection recon range of a ground vehicle as specified in the simulations oject database detection by enemy units can be based on line of sight LOS In which case SA 19s will begin to track you fr p q ea Stay Tuned ASE for Early Warning A Tta Your Apache s ASE is tuned to listen for SAM search radar upon detection a threat circle will be displayed on your Tactical Situation Display TSD ji z figure 3 4 SAM Threat Circles This threat circle indicates the effective killing range of the detected SAM threat If you have LOS to the M then there is a high probability you will be fired upon reaction time is based upon the difficulty ng
42. or each side You should find that if you alter the blue hotspot layer and run the game blue force objective sectors will change although not the count on the status screen that s done in the script file so if you change one don t forget to change the other CAMPAIGN POP The POP files are used to create keysites without the BIN file The main campaigns Cuba cmp etc don t use them anymore but special games do mult3 spc All it does is create a keysite create the landing routes for various types helicopter fixed_wing ship or routed_vehicles and place buildings You could build a new base using the pop file and tell the campaign file to load it have a look at mult3 spc where it specifies the filename mult3 pop Completion criteria for the campaigns or any game can be any of the following you can see from the CMP file how they are used The game checks every couple of seconds to see if all the criteria has been fulfilled if they have the game ends with the specified result For each here are the parameters that must be supplied CAMPAIGN_CRITERIA_BALANCE_OF_POWER GOAL RESULT CAMPAIGN_CRITERIA_COMPLETED_TASKS CAMPAIGN_CRITERIA_FAILED_TASKS GOAL a RESULT CAMPAIGN_CRITERIA_DESTROYED_ALLIED_OBJECTS CAMPAIGN_CRITERIA_DESTROYED_ENEMY_OBJECTS GOAL dei PE RESULT CAMPAIGN_CRITERIA_INEFFICIENT_ALLIED_KEYSITES CAMPAIGN_CRITERIA_INEFFICIENT_ENEMY_KEYSITES GOAL YPE RESULT CAMPAIGN_CRITERIA_SU
43. pture city sectors you need the greatest sensor system ever devised for pilots the Mk 1 eyeball This is real search and destroy territory If you must plan a search pattern and fh it Using Night Vision can help infantry tend to show up as two small points Going through the city bigak by block may get a bit tedious so there are some pointers pictured below Where Are They Infantry units can be found around the same structures but these structures differ according to the Campaign In Thailand Golden Triangle campaign SAM infantry can be found in pairs by a particular ne hut Other examples are pictured below Infantry On Steps aes z 7 L a pm T Infantry By Hut Infantry On Official Building figure 4 5 examples of urban infantry hang outs 4 6 Supply Lines Reinforcements All forces in the campaign begin with a finite number of units Some of them are already active when the game begins The rest are reserves and remain in a hidden pool When a unit is destroyed a replacement from the reserve pool will appear In the case of aircraft it will emerge from an airbase generator hanger see section 4 3 and taxi to park on the apron until that aircraft iS assigned to a mission _ Smaller bases such as FARPs and aircraft carriers require replacement aircraft to be flown from adjacent bases When a base is low on helicopters it will radio a request for helicopter re supply this will generate
44. rable for a few seconds The danger here is that the attack helicopter bleeds too much speed while urning to track the passing fighter If this happens the helicopter becomes and easy target and sits in the The general rules are e Turn into the fighter and dive e Maintain high forward air speed Cannon The most effective weapon against enemy aircraft is the 30 mm cannon but this only has a range of 1 2km And then you have to be at or near the same flight level as the target preferably at its front or rear quarter A side tracking shot will probably miss Heat Seeking Missiles Lightweight heat seeking missiles would almost always be used against air threats Apaches don t normally carry flare dispensers hot magnesium sets tress and shrubbery on fire However the Apache s tail boom dispenser is modular and can be fitted with flare cartridges if required Soviet helicopters are often seen fitted with large flare racks a result of hard lessons learned from years of conflict in Afghanistan where the shoulder launched heat seeking missile was extensively used Laser Radar Guided Missiles The second best weapon against fast movers and helicopters are Laser guided Hellfires Igla missiles While it may seem odd that the Apache s Stingers are less effective Air to Air weapons Laser Hellfires can t be spoofed distracted as they follow the target being tracked by the player using a laser designator Stingers and lIgla
45. resence and danger factor and prosecute an attack even vectoring in additional flights from nearby bases if needed So the player can mostly choose when to fight and when not to fight Of course if you choose not to ynt then those enemy helicopters or fighters will engage your forces at some later time It is a strategy decision you will have to make However enemy air patrols may make the decision for you Detection Detection is becoming aware of a potential threat When using the Air radar sweep mode hit the ENEMY _ filter key This will only display those air contacts that are recognized as oddly enough enemy aircraft _ Algo learn to recognize the symbols which reveal what kind of contact it is diamond for a fighter two triangles pointing at each other for helicopters As soon as you have ANY symbols on this display you ll ave to quickly decide your next course of action you are retreating back into friendly territory you would be wise to maintain a rapid rearward scan for early detection of inbound fighters possibly scrambled to intercept you Use the scan control keys to set e radar wedge to the rear 180 or which ever direction you expect enemy response If they are out looking for your ship then keeping stealthy won t help you very much There are two clear categories of air threats each present a different challenge e Fighters e Combat Helicopters By far the most dangerous of air threats is the enemy fighter The
46. rotor downwash and gravity 2 35 Running Fire with Rockets or cannon 3 orward airspeed adds stability to the helicopter thus making rocket attacks more accurate Also the orward velocity of the aircraft is added to the rockets forward velocity thus extending its range gt side on image of helicopter degree nose down Arrow indicating forward helo motion On right a tank At bottom two arrows one indicating the 5 to 3km distance the second indicate 3km to target Just illustrating the key points below The procedure for a Running Fire attack is as follows e Select an initial point IP about 8 to 10 kilometres from the target The IP should be an identifiable terrain feature or waypoint added on the in flight map The IP is selected primarily as a function of the desired route to the target e The helicopter departs the IP toward the target flying contour using terrain to mask the approach 4 _ e Approximately 6 km from the target the pilot starts a climb to achieve LOS with the target Once PS the crew acquires the target the pilot levels the aircraft r _At 5 km Hydra rockets or 1300 m cannon from the target the pilot starts a shallow 3 to 5 _ _ degree dive angle and the crew begins engaging the target to Tes H y a _ Havoc crews can engage from 6 km if armed with S 13 rocket pods S 8 rockets only have a range of 4 km The Gsh 23mm cannon has a range of 2 km e At3 km roc
47. royed in Apache Havoc that target can still remain on the radar In this situation a radar guided Hellfire can be fired at a target that is unknowingly dead already sult waste of a good and expensive missile that could have been used against a more deserving Vhile the radar guided missile Hellfire is the only choice against targets without direct line of sight to you AR thet ne laser Hellfire and the Havoc s Attacka are best used in rapid attacks on large target clusters ra ih sthod 1 Set target priority filter accordingly Adjust radar ground radar to rapidly sweep targeted vehicle group 3 Launch missile 4 Wait a few seconds or wait for the radar s return sweep 5 Repeat from step 3 as required for the number of targets As each missile hits the radar should re sweep the destroyed target and remove it The missiles Time Of Flight indicator in the head up display will show the time until the next missile impact The next target should automatically be designated if not and NO LOS is displayed then select _the next target manually 5 Wait until all missiles have impacted It becomes quite easy with practice Best targets for this attack mode are e Road Convoys e Parked vehicles at road junctions 2 33 Ballistic Weapon Attack Modes There are three main attack methods in helicopter gunnery e Hover Fire Running Fire e Diving Fire i __ These methods describe the motion of the h
48. s for that matter are IR guided weapons and can be s poofed by flares Igla s tend to be mounted in racks of 8 double that of the Apache s A2A missile stem and as such can be launched in double whammys increasing their effectiveness One thing Laser Hellfires can t do and that s maneuver very quickly so unless you have a nose or tail shot at a fast moving target then chances are it will miss Laser Hellfires are VERY effective against helicopters A helicopters slow speed combined with the inability to spoof them by normal means that a Laser Hellfire has a very high chance of hitting its target A Also the extended range of the Hellfire enables you to engage air targets from as far away as 7km _However this is only effective if the target is heading right for you if it s heading away the motor of the Ww moving missile will burn out long before it gets within range Defense The best defence against a laser guided Hellfire or Attacka is removing the line of sight element Without LOS the missile will go wild after a few seconds If this is not an option then beaming the missile putting it onto your 9 or 3 o clock position and diving for speed while dumping chaff is all you have left Reality Check Of course Hellfires laser guided or otherwise has never to my knowledge been employed against airborne threats The TADS laser designator would find it difficult to track all but the slowest moving targets even under manual c
49. signed to attack helicopters or fighters And so on and so TIGEREHARK 1 PLEASE ENTER us the pilot AIOS ag g Pa Oo OON i 0D ep O O O Ai O pe Q pe pe lt Px O 3 lt O c T 0 5S o a O Q gt a lt pe Q or 09 gt Q O O pe a gt 0 ldern Rules For Helicopter Combat Survival _ Basic rules for survival in helicopter combat Pes TEF 5 oe u z i p i aly never EVER forget your stand off capability A IF eo Never overfly dead targets The one you missed will get you eee ty ie Fe Keep low and slow when expecting enemy contact H Ava Y ai i Th o Leave the engagement area as soon as possible i ySye j EuS T Pt IE TANS cit Tating Shi 4 Dei icfecpters shouldn t have unused countermeasures or wing mounted ordenance Use em or loose em Chaff bundles are no good to you once you have been shot down TIGERSHARE a itt PLEASE ENTER HOLD He MOU pis ere Eaa D Bi Da DS ee 5 lt Ro 9 O oO a g o gt D Sr co Ta se oS aoo a sS Bo O Djo eE Co a o 2 o Ion h gt gt 2 lt 5 Q3 lt O wn amp WG 5 5 A Q h Ss 2 Z of 9 p TO o2 Sie O O gt p O D T cluded on the CD is a copy of Bob Church s freeware CTFJ joystick centering program version sh uld your cyclic prove a littl
50. sion t r This is the standard and most common sortie NEFNA Requirements Hit the final waypoint co ordinate Objective Search and destroy any enemy air defence assets These missions are usually generated as a result of friendly aircraft coming under attack The point of attack being in close vicinity of the final waypoint a DEEP STRIKE Requirements Hit the final waypoint co ordinate Objective A long range strike against targets deep behind enemy lines The trick is to remain hidden until the engagement area the final waypoint Engaging any enemy units before reaching the objective may result in retaliatory attacks which may endanger your mission Requirements Hit the final waypoint co ordinate and or transmit recon data in the comms menu Objective Reach the recon co ordinates and return to base You are free to engage J units as you wish Also you can transmit recon information via the comms A T menu prior to hitting the final waypoint The effect is just the same as hitting 4 fa ne the last waypoint BUSTING Requirements Player or lead aircraft transmits RTB order via comms menu Objective Search and Destroy any enemy armored units in the area around the last waypoint on your route Mission is not over until the lead helicopter or player sends the return to base signal A return route will be plotted for you NTERCEPT Requirements The target unit is destroyed Objective As a matter of urgen
51. st section is to do with SAM AAA placement The section is stored as number_of_sam aaa x_position Z_position x_position Z_position r So if you wrote a program that worked backwards from the end of the file reading in 4 BYTE float values until you get to a value that looks like the number_of_sam aaa you could calculate what the value should be By default the value for Cuba is 110 and Georgia is 93 that should help you locate it Then all you need to do is alter the count and write out the new positions the side of the SAM AAA is determined by the sector side The easiest way to increase the number of SAM AAA units is to change the formation data The group type is ENTITY_SUB_TYPE_GROUP_ANTIL AIRCRAFT And the formation is FORMATION _COMPONENT_LIGHT_SAM_AAA_GROUP Ground forces also get their side from the sector side info same for the FARPs The map is actually covered with possible FARP positions FARPs can only exist along the frontline and as the game progresses the frontline moves enabling new FARPs and disabling old ones When a sector with a FARP in is captured the FARP starts to shutdown This allows the enemy to possibly capture it and use it for itself you ll sometimes see helicopters on FARP_RECON missions this mission is used to enable a new FARP site The hotspot layers are to do with the sector_objective there are two layers because it is possible to have different objectives f
52. structions DIbjective Transfer missions are requested by bases low on aircraft Any nearby returning aircraft will be vectored to the base It is possible to transfer to the base of your choice by simply creating a scout mission which ends near the base of your choice Chances are that base will not have a full complement of aircraft and you will be diverted to it upon finishing your scout patrol route anara anana 6 1 Vehicle And Weapon Tables a gt It is not necessary to understand or digest the tables in this chapter they are provided for the curious and ie n can help explain certain perceived behavior of entities within the campaign hat ad am BS Kn nowing that Black Hawk helicopters cruise at 85 knots may aid you when escorting them or that the air adar detection range of the SA 19 is 8km and can t detect objects below 10m approx 40ft A study of lata can reveal weaknesses which you can exploit during combat icles Entities wise Speed Altitude Speed is in knots altitude in meters for normal cruising flight ucture Points a amount of damage an object can take before it is destroyed Scan Interval Time in seconds between all sensor sweeps Air Ground Threat e higher the value the greater the perceived threat Entities will engage their greatest perceived threat f attacked Thus a helicopter engaged by a Black Hawk Air Threat value of 0 8 will continue to ay ta liat
53. t are not targeted by the scan volume figure 2 4 Using the scan to prevent auto targeting of the bridge structures to the right during an attack The need to use the sweep angle will vary from situation to situation Many times it may not be required at all But the capabilities should be kept in mind especially with regard to the air radar and the long sweep period required for a 360 degree scan When retreating from an area in which an enemy air response may arrive it may be wise to set the air radar to sweep that rear quadrant In the time it takes the air radar to sweep 360 degrees a fighter can fly within weapons range lock on and fire Early detection will increase your reaction time and hence your survival Also it is possible to use a rapid fire laser or radio command guided missile attack against multiple air targets only in conjunction with a narrow scan volume Only a 45 degree sweep angle will be fast enough to remove downed air targets after multiple missile release More details on rapid fire missile attacks are covered later in this chapter Reality Check The Longbow s radar can only detect moving objects at it s maximum performance range of 8km Static non moving objects can only be reliably detected at ranges of 6km and less Little is known about the MIL Havoc radar systems other than they can operate at centimetric and milimetric wavelengths potentially giving them the same kind of capabilities as it s wes
54. targets can be done manually however it takes longer to steer and requires full _ conce centration which can be difficult in a hover Da A the radar scan volume and using the priority Why should you want to perform such an attack Several reasons e Eliminates the time of flight for each missile pa a e Greatly reduces enemy reaction time and response capability hy a a Allows for earlier egress from your engagement position a as Clustered vehicles are easy prey First target is designated fig 2 9 Animation showing a Rapid Fire missile attack Both the Apache and Havoc air to ground missile systems are capable of performing this type of attack profile However this attack can not be performed using the Apache s LOAL mode when there is no line of sight Radar guided Hellfire s can not be redesignated mid flight in the LOAL mode but they can using the LOBL launch mode Once a radar Hellfire has been fired it can not be re directed to new targets unless fired in LOBL mode The campaign Al in Apache Havoc is reactive so once you begin an attack a retaliatory strike will be assigned to available enemy resources So there may not be time to wait 11 seconds or so between each issile Each situation is different it is up to you the pilot in command to determine the best and safest Strategy Destroyed Targets can still appear on Radar Unlike other simulations when a target is dest
55. tern rival For sake of gameplay and accessibility the operation of the Havoc radar is similar to the Apache im 2 2 Optical Systems Lets take a look at the EO electro optical modes and their uses and differences 2 21 Advantages Over Radar Acquisition There are occasions where the ground radar does not have engough resolution or the correct anglingrihe objects to pick them up In noisy places such as among wrecked vehicles or close to tree canopys the radar will fail to pick up a potential threat Optical sensors should be used to double check by plac helicopter into a hover and manually sweeping the EO sensor crosshairs around any live objects can be picked up Once an object has been swept it is entered into the target list and can by cycled thought or locked up like any radar acquired target At ranges of less than 5km enough object detail is percieveable to enable manual target indentification without having to wait for the CP G to identify them aatayeseockpit View EEA ii PRETI B re figure 2 5 In poor weather the targetted tank has just used smoke grenades to hide itself Too late the lofted missile is already on it s way lf your high action display indicates no LOS for a target in poor lighting conditions then smoke may be the culprit figure 2 6 The tank is hidded by the wreckage and the smoke Had this target not been detected before the smoke it may have remained hidden and
56. th munition will be fired typically 3 seconds es srefore a weapon capable of 1 000 rounds per minute fired in a three second burst will fire 50 rounds of ammunition Each impacting round will deliver the appropriate amount of hard or soft damage e length of time this Muzzle Velocity In meters per second __ Rpg CHAPTER 7 simulation mechanics Baik b g ____ 7 1 Command Line Parameters Shortcuts Apache Havoc is customizable to some degree by the user Some flight model visual and most communication elements can be altered by passing command line parameters when launching the game This section includes a full list of some documented and undocumented ones which can now be considered documented ommand Line parameters can be entered into a DOS box or program shortcut Several Windows shortcuts to Apache Havoc with different options included in the Target field See figure 8 1 below can be made and re named to switch between different options AHavoc Properties ajx Gereral Shortcut AM avor T arget type Application T arget location aphavoc Target orworks aphavoc aphavoc exe fgoto aurg 1 cig Start in E Games Razormworkstaphavoc Shortcut kep l Hone Bur Normal window Find Target Change Icon E p oies Apply figure 8 1 Shortcut Properties command line switches in Target box Environment Variable As an alternative to using command line
57. ve it a techie name that has the hottest value on the hidden warmth map Assuming you could overlay the network of roads over the warmth map and sample the values that lay under each road junction The junction with the highest value ia 1e direction the ground unit will head towards Cuban Theater Warmth Maps figure 4 4 ground forces attracted to lighter areas Eve ry time a unit reaches a road junction it stops and waits a pre determined time before checking the map again and deciding which way to turn 5 z Most campaign objective sectors are hand placed so ground forces following the map should eventually pass through them However some units will get stuck at dead ends Or bypass some sectors ie warmth maps and objective sectors are editable with Adobe PhotoShop Details on this can be found in a later chapter an Objective Sectors Infantry Units ring most objective sectors is usually straightforward However those sectors which are controlled afantry present something of a minor problem Infantry units guarding city areas carry shoulder launched SAMs these are on the whole not much of a threat The units don t move around so unless you inadvertently park in front of them you are unlikely to be in danger from them The problem is finding the little buggers They don t have the decency to show up on millimetric wavelength radars or be tracked by 1st generation FLIRs The eliminate infantry and ca
58. w pilots O 07 T gt ns Bypass soundcard useful for tracking hardware conflicts pitod n 3dreset player_initial_tour_of_duty Tour Of Duty start timer value Reset screen resolution to 640x480 oN x lt 3 ge fo D dp D 5 l Should fix unable to allocate hardware slot error directx_texture_management Se Server Options Version 1 1d and later Category Dedicated Server Mode dedicated n dedicated_server n Switch to activates dedicated server mode 0 On I Ofi n The type of game to host 1 Free Flight 2 Dynamic Missions z game_type n initialisation_phase_game_type gunship_type initialisation_phase_gunship_type Dummy value that s not important but required 0 Apache 1 Havoc _ path lt path gt campaign_path Path from EXE of the theater map folder eg common maps map2 Deane lt file gt campaign_filename The campaign CMP file to use relative from the EXE eg Sealey anes 7 2 Command Line Examples Activate the Teleport feature aphavoc exe goto 1 This enables a GOTO button on the campaign map It could be considered a poor mans skip feature if the flying experience passes you by and you want to get to the action soonest Enabling DirectPlay Guaranteed Packet Delivery aphavoc exe cgs 1 This activates the guaranteed packet delivery of DirectX while this may introduce a little extra latency at one layer it may r
59. wing your ground forces to continue Remember what ever applies to your forces also applies to the enemy forces A Ground Unit Radio Messages If you are within radio range of a ground unit max range is 32km the ground controller will radio various B signas under certain conditions If a ground units advance is blocked they will radio iTi e This is ground control requesting support e This is ground control we need air support If a ground unit comes under attack by enemy forces they will radio e We are pinned down by enemy fire We are taking heavy fire requesting aerial assisstance a When your ground forces advance forwards or retreats they radio 1 j e This is ground control we are advancing F B aw _e This is ground control we are retreating Who said that Although it is hard to determine who sent the transmission there are some clues The volume of the radio message is determined by the distance from transmission source The fainter message the further away Look at the campaign map and examine the roads and distances The nce of enemy units near your ground forces give a clue as to who radioed for assisstance Ground Force Movement Al How does the Al decide to move ground forces The advance and direction of ground units is determined by pre designed warmth map Each ground unit heads towards a road junction or junction node to gi
60. y ble Intelligence Enemy units including human players are only shown on the map if you have te information on that sector Each sector 4km sq has a timer specifying when either sides tion is no longer current hiding icons To reset this timer an allied vehicle aircraft must pass the sector At the start of a campaign some timers for random sectors are set So you can see f the enemy forces 4 3 Destroying Enemy Bases ae a Zia Destroying enemy air bases is vital for a successful campaign Taking out the enemies airbases reduces their capability to replace aircraft tell when you have done enough damage by referring to the campaign map the base symbol ay when seriously damaged However there are subtle differences between the different kinds of k dan a fit Rockets instead of missiles will do much more damage to and airfield The smaller buildings nbe damaged with just two rockets ses have two special buildings called maintenance sheds or generators These special hangers re supply the campaigns operational pool of aircraft when they get shot down The campaigns e pool is a finite number of specific aircraft types for that theatre The maintenance sheds serve portal between the aircraft pool and the 3D world Occasionally you may notice helicopters or emerging from the doors of these hangers figure 4 1 An airbase helicopter building giving birth OOO Destroying these generator buildings shoul
61. y look directly at them Users should not direct the beams at friendly positions or where they could reflect off shiny surfaces into friendly positions Other soldiers must know where lasers are being used and take care not to look directly at the laser beam j 2 3 Advanced Gunnery Now we will use some of the techniques about radar line of sight and sweep rates and cover their use in various kinds of missile attack 2 31 Apache Specific Launch Modes First it is important to cover some differences in Hellfire missile launch modes The Havoc does not have this capability so the following notes about LOAL LOBL launch modes do not apply LOBL pronounced lo ball Lock On Before Launch The default launch mode and should be the preferred launch mode The Hellfire follows a direct trajectory and requires the target be in range in the seekers field of view and be in line of sight This is indicated by VALID LOCK in the head up display The missiles maximum effective range is 8km pronounced lo al Lock On After Launch The missile does not require line of sight for release This mode is used to fire a missile from a concealed position without exposing yourself to the target The iri ng helicopter can remain hidden throughout the entire duration of the missiles flight After inch the missile performs a zoom climb This is to clear any obstacles such as hills or DU tildings i in front of you LOAL Lock On A
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